Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 179)
"Any of those intact ones successes, or are they still awaiting judgement?" > Make a little 2" square patch of flexible AM. Go for about the thickness/durability of my cloak.
Thu Sep 17, 2015 8:42 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 180)
>Eight stamina. Batter this armored combat mage to a pulp.
Thu Sep 17, 2015 10:33 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 180)
"Huh. Well that's interesting. You know, we are looking for this guy in Teleiat, a constructor that was taken prisoner because he did some messy things that oddly relate with flipping things inside out. Do you think that we could negotiate a short trip for him, probably to come here and inspect this place? I bet he'd be able to do a thing or two."
Thu Sep 17, 2015 11:09 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 180)
"Madenuuk you say? Now that's a coincidence, on the way 'ere found some humans who'd stolen his staff, was goin' t' go an return it t' him."
"Shan't keep you any longer, Take care." >Head to Madenuuk's house.
Fri Sep 18, 2015 3:38 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 181)
Some abilities were adjusted/added, and the Conditions section of the rules has been clarified a bit.
Roll 181
The world as the players know it:
Kyeltziv: Fluustern 2. John Vandolf: In between Vranhal and Mead 3. P’orihc, Ki’stha 4. Kleigg ~~~
Time: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
You try to make a 2x2 inch patch of flexible AM, about the same thickness and durability as your cloak. It uh, didn’t quite turn out as you imagined. It’s certainly flexible and durable, but it doesn’t fold like cloth does. Seems to do with the finer structure, with your square being solid and your robe being composed of hundreds of woven threads.
"Any of those intact ones successes, or are they still awaiting judgement?"
Kark: ”They’ve been tested already, and seem to hold up perfectly. These’ll be the ones you and Vandolf’ll be using. They’ve already outfitted with padding, and the locking latches are located on the inside so you can get out whenever you want.” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) ---Form Artificial Matter (Create magic’d solids) (Durability: Steel) (Efficiency: 1 Mana = 2 Durability) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 10 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 10 Mana , Ability Strength (per ability): 100% = 10 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: Basic) (Load a memory crystal with a magic sequence that protects the construct from deconstruction) -(Kinetic) --(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Micro Meteor (Launch an object with kinetic force) (+ to Projectile = Arcane + Mana) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled, can be used to recover from a Stumble) (Evasion = Arcane + MP) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 +2 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion) -Accelerator (Passive) (+10% Damage and Aim to Micro Meteor) Quick Rest (Passive) (If no action in the turn, all standard AP is recovered at the end of the turn) (Cannot be used if stumbled or in negative standard AP)
Name: Kleigg (TheKebbit) Race: Human ____________________ ___Enemy List___ Chirop Green Mage Chirop Blue Mage Chirop Purple Mage
___Action Priority___ Chirop Green Mage: 9 (6) Chirop Purple Mage: 9 (4) Chirop Blue Mage: 8 Kleigg: 6
___Events___ Chirop Green Mage uses Fireball on Kleigg Kleigg does not attempt to evade Attack lands, inflicting 0.6 damage to armor and 1.4 Burn
Chirop Purple Mage attacks Kleigg Kleigg does not attempt to evade Attack lands, inflicting 3 damage to armor and 4.1 Cut
Chirop Blue Mage uses Analyze on Kleigg Action has no effect
Kleigg attacks Chirop Purple Mage Target does not attempt to evade Attack lands, inflicting 13 damage to armor and 5.5 Trauma
Both the green mage and the armored chirop go before you, hitting you with an ineffective fireball followed by a painful sword swing, Putting all your stamina into a swing of your mace, you put a formidable depression in the chirop’s armor, probably dealing a bit of damage past the metal, but you feel that you’re going to have a hard time keeping up the fight. ____________________
Skills: (Magic) -(???) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) ---Withdrawal (Take a select amount of mana from a source that is in contact) --(???) ---Extrasensory (Detects magic in the area) (Does not consume AP) -(???) --(Negation) ---Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) ---Zero Field (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) ---Capture (Grab an instance of a spell being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Reversal (Reverses the Light/Dark polarity of a magic instance) (Fire<->Ice , Impulse<->Fortification , Light<->Dark , Electric caster/user is switched) (Reverse Strength = Arcane + Mana) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
"Huh. Well that's interesting. You know, we are looking for this guy in Teleiat, a constructor that was taken prisoner because he did some messy things that oddly relate with flipping things inside out. Do you think that we could negotiate a short trip for him, probably to come here and inspect this place? I bet he'd be able to do a thing or two."
Guard: ”That Emiel guy? Umm, maybe. He’s supposed to be imprisoned indefinitely or something, but he’s not exactly dangerous to the public, outside of failed experiments. Maybe Teleiat could see it as some sort of community service or something, couldn’t hurt to ask.” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
P’orihc: "Huh. Well that's interesting. You know, we are looking for this guy in Teleiat, a constructor that was taken prisoner because he did some messy things that oddly relate with flipping things inside out. Do you think that we could negotiate a short trip for him, probably to come here and inspect this place? I bet he'd be able to do a thing or two."
Guard: ”That Emiel guy? Umm, maybe. He’s supposed to be imprisoned indefinitely or something, but he’s not exactly dangerous to the public, outside of failed experiments. Maybe Teleiat could see it as some sort of community service or something, couldn’t hurt to ask.” ____________________
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) ---Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) ---Forked Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
"Madenuuk you say? Now that's a coincidence, on the way 'ere found some humans who'd stolen his staff, was goin' t' go an return it t' him.
Shan't keep you any longer, Take care."
You and Miimas leave the obdach and head south-west, with the spirits in the staff talking amongst themselves in excitement. The house is easy to find - it seems to technically be just outside of town, past the canal that forms the town’s border, sitting on a large, gently sloping hill.
This… Is a shaman’s house? Most human houses don’t even look like this. The spirits cheer about being home, telling you ‘good job’ and ‘chicken for dinner’ and such. Well, you might as well knock, and you do. Three sharp hits, and the door opens a few seconds later.
A hunched-over figure stands in front of you, dressed in a baggy outfit that resembles an oversized black dress with white frills, the shaman’s face obscured with a black viel. When it speaks, its voice crackles with age with very little tone, making it difficult to discern if the shaman is male or female, or even if it’s an actual lupus.
Madenuuk: ”Ooh? You have brought my children back to me! Thank you, young shaman.”
You feel your hand move forward, handing the staff to the shaman.
Madenuuk: ”My children say you are a good, helpful lupus. Come, come in, I will treat you and your friend to dinner.”
The figure shuffles into the darkness of the house, only a few shades lighter than the night sky.
Miimas: ”I’m right behind you.” ____________________
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Relaxes and strengthens your soul, resisting outside spirits) (Inflicts Inner Peace = Arcane + Mana) ---Spirit Channel (Let a spirit use your body to perform an action) (Consumes AP for spirit actions) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Cast at beginning of turn) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) Passives: Strength: 8 Arcane: 8 Aim: 6 Evasion: 5 +2 Will: 9 Speed: 4
-Sixth Sense (Passive) (+5 Magic Evasion) -Berserker (Grants a separate pool of AP for melee attacks) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Inner Peace (+5 Spirit Magic Resistance) -Constitution (+10% Maximum Base HP)
"Hm... intriguing. I should be leaving soon, but where do you think I could learn more about this?"
The ferret gives something resembling a shrug.
Gazebo: ”A library? Someone who’s been around for a while? I wouldn’t know where the humans or chirop or lupus would keep ancient knowledge.”
You bid Gazebo farewell and head back to Vranhal, the sun now gone and the moon in its place. Once you reach the city, you walk around, trying to locate the mail center.
It’s a strange facility, one that you passed by at first because you didn’t know what it was. There’s the main office building, a large two-story building with the occasional courrier running in and out, and connected to the building is a 10 foot stone wall that encloses a large space behind the building. Loud whipping and banging sounds can be heard in the area, and using a gate to pass through the wall, you find yourself standing in a walled-off field with four large war machines evenly spaced from each other.
These aren’t regular ballistae, more resembling of some high-precision measuring instrument with the cranks and curved metal angle measures, complicated acceleration controllers on the projectile flight deck, and each one with a person standing by with a clipboard and pen.
John, Byrnolf, and Kark are standing by one of the machines, several large rectangular “crates” constructed of some sort of sheet metal with a clear window on the top side. Only two of the crates have intact windows, the others are either shattered or cracked in some way. ____________________
-Scrap Metal -Paper (Spirit Map Runic Spell) -Paper (Spirit Map Runic Spell 2) -Paper (Light Grenade Runic Spell) -Paper (Taschenblitz) >Make a similar rune spell, one that is armed once its mana reserves increase by 0.5, like before. When it is armed, it locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Taschenblitz II) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light evenly distributed 0.5 meters away from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Fire Mine) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as heat from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Mana Storage) >Rune spell that searches for the closest spirit with complexity over 30. If that spirit is very, very close, ie approximately held against their chest, then it transfers its mana into that creature. -Paper (Mana Storage 2) >Rune spell that searches for the closest spirit with complexity over 30 if the rune is set to T. If that spirit is very, very close, ie approximately held against their chest, then it transfers 2 mana into that creature and sets to F. Must be taken out of the specified range to set back to T.
-Taschenblitz II (Mana: 0) (NO BUTTON) -Orb (Artificial Matter) (Runic Spell: Mana Storage 2) (Mana: 2)
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP)
-Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will)
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Last edited by CaveCricket48 on Sat Sep 19, 2015 2:00 am, edited 2 times in total.
Sat Sep 19, 2015 1:45 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 180)
Kebb, you need to run, unless you have some kind of trick up your sleeve like redirecting those fireballs being sent your way. Don't forget you have 3 AP to use, you aren't restricted to one action at a time.
"I'm ready, Kark. Think you could send me to the watch tower just past Magusalto? ... And I think I'd like one of the non-windowed crates, myself."
> Charge the mage stone with all my mana. Enter the crate to be launched.
Last edited by CrazyMLC on Sat Sep 19, 2015 5:14 am, edited 2 times in total.
Sat Sep 19, 2015 1:57 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 181)
>Make an effort (2 AP) to put some distance between myself and my attackers. Capture and redirect a fireball directly into the armored one, empowering it with my remaining mana.
what an awful time to forget about multiple actions really, shoutout to MLC for reminding me about how to actually survive the RTD
Last edited by TheKebbit on Sat Sep 19, 2015 3:59 am, edited 1 time in total.
Sat Sep 19, 2015 2:39 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 181)
>Follow Madenuuk, look around the house as i do, see what sort of things are on the walls/etc.
Sat Sep 19, 2015 3:22 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 181)
"Oh jeez, they're ready already. Well, no use in putting this off." > Board the crate, let's fly. After it's reached the top of its arc and started falling, wait a bit more, maybe halfway to the ground, then bust the hell out of there and use three Impulse Evasions to slow myself. Focus on the horizontal movement more than the fall. Counteract the vertical fall on the last one, once I'm close to the ground. No mana on the first push, if it looks like that wasn't enough, full mana on the 2nd, and however much seems right on the third.
Sat Sep 19, 2015 3:50 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 182)
Roll 182
The world as the players know it:
1. Kyeltziv 2. Kleigg 3. P’orihc, Ki’stha, Vandolf, John ~~~
Time: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Vandolf: "I'm ready, Kark. Think you could send me to the watch tower just past Magusalto? ... And I think I'd like one of the non-windowed crates, myself."
Kark: ”You got it.”
"Oh jeez, they're ready already. Well, no use in putting this off."
One of the windowed crates is opened up and you set yourself in, locking the latches after the lid is placed on. It feels almost like a coffin would, padding on every surface except the window. The crate is lifted up with you inside, and you can feel being place in a way where your head is lower than the rest of your body, the night sky in your view.
Kark: ”Brace yourself! Firing in five! Four! Three! Two!”
You clench your teeth and brace for impact,
Kark: ”One!”
…
Oh, it’s after o-
Kark: ”Fire!”
An immense force strikes the crate, violently jarring your body with kinetic forces as you’re propelled through the air at express speeds, taking a few seconds for you to recover from the launch. Roughly half a minute later, you feel a slight sensation of weightlessness, and that’s your que to prepare yourself.
The crate starts to fall, and with the window still facing up towards the sky, you count several seconds in free-fall before popping the latches and pushing yourself out of the metal death trap.
A large, vertical structure lined with lights is in sight - the watch tower. You give yourself two impulse pushes to adjust your flight path to a nice open field close to the tower, and when it looks like you’re closing in on the ground, use all your mana in one large push to decelerate.
Wait ♥♥♥♥ that’s not nearly slow enough fffffffffffff
???: ”Hey, you awake?”
You sluggishly open your eyes, feeling oddly… Intact. A chirop in a red cloak is sitting next to you.
???: ”Did you really use the Ballista Express to get over here? What did it feel like flying for the first time?” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) ---Form Artificial Matter (Create magic’d solids) (Durability: Steel) (Efficiency: 1 Mana = 2 Durability) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 10 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 10 Mana , Ability Strength (per ability): 100% = 10 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: Basic) (Load a memory crystal with a magic sequence that protects the construct from deconstruction) -(Kinetic) --(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Micro Meteor (Launch an object with kinetic force) (+ to Projectile = Arcane + Mana) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled, can be used to recover from a Stumble) (Evasion = Arcane + MP) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 +2 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion) -Accelerator (Passive) (+10% Damage and Aim to Micro Meteor) -Quick Rest (Passive) (If no action in the turn, all standard AP is recovered at the end of the turn) (Cannot be used if stumbled or in negative standard AP)
Name: Kleigg (TheKebbit) Race: Human ____________________
Deciding that the fight’s taking a turn for the worse, you Escape! Twice!
Despite your injuries, you’re able to leg it away from your pursuers who don’t seem to chase, or even throw attacks at you. You were moving pretty fast though, maybe they were just caught off guard.
After a good enough distance, you slow down and duck into an alleyway, hiding amongst some rubbage in an effort to conceal yourself.
???: ”Oi, this is my hiding place.”
Looking to your side, there’s a chirop a few feet away from you, dressed in ragged clothing.
???: ”Yeesh, what happened t’you? Patch yourself up or somethin’.”
The scrawny bat tosses you some bandages and you do just that. ____________________
Skills: (Magic) -(???) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) ---Withdrawal (Take a select amount of mana from a source that is in contact) --(???) ---Extrasensory (Detects magic in the area) (Does not consume AP) -(???) --(Negation) ---Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) ---Zero Field (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) ---Capture (Grab an instance of a spell being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Reversal (Reverses the Light/Dark polarity of a magic instance) (Fire<->Ice , Impulse<->Fortification , Light<->Dark , Electric caster/user is switched) (Reverse Strength = Arcane + Mana)
-Escape! (Roll a 5 or higher to successfully run away from a battle)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Three distinct impacts outside, the third a lot softer than the first two.
Guard: ”Looks like we got mail.”
You, Ki’stha, and the guard head outside to see what’s going on.
There’s a long, coffin-like metal box being opened by a chirop in a red mage who pulls out a lupus who looks like he’s shaped the wrong way, and another chirop tending to a man who’s lying face-down in the grass. Both the lupus and the man are laid on the grass on their backs, healing light glowing from the hands of the chirop, and you recognize the newcomers to be Vandolf and John.
Chirop Healer: ”Wake up, sleepy head. Your back isn’t broken anymore. Can’t believe you actually launched yourself out of a ballista to get over here.”
Chirop Healer 2: ”Hey, you awake? Did you really use the Ballista Express to get over here? What did it feel like flying for the first time?” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
Three distinct impacts outside, the third a lot softer than the first two.
Guard: ”Looks like we got mail.”
You, P’orihc, and the guard head outside to see what’s going on.
There’s a long, coffin-like metal box being opened by a chirop in a red mage who pulls out a lupus who looks like he’s shaped the wrong way, and another chirop tending to a man who’s lying face-down in the grass. Both the lupus and the man are laid on the grass on their backs, healing light glowing from the hands of the chirop, and you recognize the newcomers to be Vandolf and John.
Chirop Healer: ”Wake up, sleepy head. Your back isn’t broken anymore. Can’t believe you actually launched yourself out of a ballista to get over here.”
Chirop Healer 2: ”Hey, you awake? Did you really use the Ballista Express to get over here? What did it feel like flying for the first time?” ____________________
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) ---Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) ---Forked Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
You follow Madenuuk into the house, taking a look around.
It’s lit only by a few magic lamps here and there, but you can make out paintings that line the walls. They seem to be of children, playing, sleeping, eating. You can make out a girl with short black hair and red eyes, Horoma, and one with white hair and blue eyes, Aucupe the ‘bird eater.’
In the kitchen, you see Madenuuk cooking up some herb-coated chicken, potatoes, and carrots.
Madenuuk: ”The children tell me you are looking for a way to extract spirits from a construct and move them to another one? It must have been fate that you ran into those bandits, I am devising a method to do the exact thing you are searching for.”
The shaman prepares three plates of food, leading you to the dinner table where you seat yourself alongside Miimas, Madenuuk across from you.
Madenuuk: ”I do not have a perfect method yet, but I have a couple functioning test bodies. Perhaps you would like to see a demonstration after dinner?” ____________________
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Relaxes and strengthens your soul, resisting outside spirits) (Inflicts Inner Peace = Arcane + Mana) ---Spirit Channel (Let a spirit use your body to perform an action) (Consumes AP for spirit actions) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Cast at beginning of turn) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) Passives: Strength: 8 Arcane: 8 Aim: 6 Evasion: 5 +2 Will: 9 Speed: 4
-Sixth Sense (Passive) (+5 Magic Evasion) -Berserker (Grants a separate pool of AP for melee attacks) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Inner Peace (+5 Spirit Magic Resistance) -Constitution (+10% Maximum Base HP)
Vandolf: "I'm ready, Kark. Think you could send me to the watch tower just past Magusalto? ... And I think I'd like one of the non-windowed crates, myself."
Kark: ”You got it.”
John: "Oh jeez, they're ready already. Well, no use in putting this off."
You’re provided with a standard un-windowed crate, and you set yourself in, locking the latches after the lid is placed on. It feels almost like a coffin would, padding on every surface and dark, save for a few air holes here and there. The crate is lifted up with you inside, and you can feel being place in a way where your head is lower than the rest of your body.
Kark: ”Brace yourself! Firing in five! Four! Three! Two!”
You clench your teeth and brace for impact,
Kark: ”One!”
…
Oh, it’s after o-
Kark: ”Fire!”
An immense force strikes the crate, violently jarring your body with kinetic forces as you’re propelled through the air at express speeds, taking a few seconds for you to recover from the launch. A minute later, you feel a lurch, and then
???: ”Wake up, sleepy head. Your back isn’t broken anymore.”
You sluggishly open your eyes, feeling oddly… Intact. A chirop in a red cloak is standing over you.
???: ”Can’t believe you actually launched yourself out of a ballista to get over here.” ____________________
-Scrap Metal -Paper (Spirit Map Runic Spell) -Paper (Spirit Map Runic Spell 2) -Paper (Light Grenade Runic Spell) -Paper (Taschenblitz) >Make a similar rune spell, one that is armed once its mana reserves increase by 0.5, like before. When it is armed, it locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Taschenblitz II) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light evenly distributed 0.5 meters away from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Fire Mine) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as heat from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Mana Storage) >Rune spell that searches for the closest spirit with complexity over 30. If that spirit is very, very close, ie approximately held against their chest, then it transfers its mana into that creature. -Paper (Mana Storage 2) >Rune spell that searches for the closest spirit with complexity over 30 if the rune is set to T. If that spirit is very, very close, ie approximately held against their chest, then it transfers 2 mana into that creature and sets to F. Must be taken out of the specified range to set back to T.
-Taschenblitz II (Mana: 0) (NO BUTTON) -Orb (Artificial Matter) (Runic Spell: Mana Storage 2) (Mana: 2)
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP)
-Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will)
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 182)
"Yes, and calling that flying would be generous. Wait. Why the ♥♥♥♥ am I alive. Did you catch me? ... It was pretty cool, up until the part where I realized I was gonna die. Except for going that fast. Don't want to do that again." > Three Intermissions. Also make sure nothing's missing or broken. Also try to calm myself down from almost killing myself with a stupid idea stacked on top of another stupid idea.
Sat Sep 19, 2015 5:58 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 182)
"How convenient! The party is getting back together!"
Sat Sep 19, 2015 6:40 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 182)
"A ballista?" *sits up and rubs his forehead* "Yeah, I guess that really did just happen... Hey, did you heal me? Thanks for having my back! It being broken probably wouldn't have been good for my health. What's your name?"
> Shake hands with my healer.
Sat Sep 19, 2015 6:46 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 182)
>Two intermissions. Thank the chirop and move further down the alley. Remove my half-ruined cuirass.
Sat Sep 19, 2015 4:25 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
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